if game is simply purchased and played, this tasteless and inappropriate game would never be encountered D.H.G.G.
almost all games contain a certain amoutnt of violence D.H.G.G.
kid friendly "Mario" games my nintendo feature a character stomping on heads D.H.G.G.
majority of games, even children games involve generally "disposing" enemy in some manor D.H.G.G.
only difference on kid games is that the "bad" character will generally bounce back in a cute mannor and explode, or dissappear, whereas older mature players somewhat realistically spray out red gush D.H.G.G.
whenever a young person commits a crime, its blamed on video games D.H.G.G.
without solid evidence,its hard to say whether ornot violent video games had influenced children D.H.G.G.
history shows that brutal crimes were committed long before video games, and movies came out D.H.G.G.
children are influenced by something they are excited about D.H.G.G.
content rating systems is not geared toward consumer restrictions, but to what they are going to experience D.H.G.G.
legal restrictions are not put into place untill the higher more severe rating like x-rated D.H.G.G.
parents, guaarrrdians, and society need to start taking interest in who isviewing certain types of content D.H.G.G.
children just want people to take an interest in what they are interested in D.H.G.G.
the only way to get the game in childrens possesion is if parent purchases game for them D.H.G.G.
the games content has fallen into minors hands but is not the fault of the game developer D.H.G.G.
the violent nature increase the enjoyment D.H.G.G.
video games are escapism D.H.G.G.
no point in playng something that you can just walk out and do D.H.G.G.
many should study why this content is so appealing to society D.H.G.G.
instead of complaining about what the children are doing, the parent should be there to look at the ratings printed clearly on the back D.H.G.G.
many conroversies surrounding recent video games and their content D.H.G.G.
all the controversy surrounding the gamers cause mass hpye the less informed gamers D.H.G.G.
some play the game just to find out what all the talk about the game is all about D.H.G.G.
to really be sure about the impact of games, one would have to control a group of isolated children that have never played a violent video game and see the results D.H.G.G.
parents should tell how they really feel about the video game instead of just letting the child install the violent video game, then making a big deal about it D.H.G.G.
artistic integrity in rendering blood that that is even more liquid than in appearance D.H.G.G.
sports games consistantly sell in large numbers D.H.G.G.
many never feel the overwhelming desire to "break down into a kung fu stance and commit murder" D.H.G.G.
can influence childrens cognitive and academic skills (G.G.)
shape childrens social interaction and developement (G.G.)
child relationship with computer savvy child taking on role of teacher to the parent (G.G.)
studies show that children are more likelylikely to help their parents with computers rather than parents helping children (G.G.)
childrens time on computers is actually spent extending social relationships by connecting with others through interpersonal (G.G.)communication applications via the internet (G.G.)
game playing has been the predominant use of home computers among children (G.G.)
moderate game playing has little social impact (G.G.)
research suggests that playing violent video games can increase childrens aggressive behavior in other situations (G.G.)
does not impact social skills and relationships with friends and family positively or negatively (G.G.)
a few studies show some midly positive effects (G.G.)
frequent game players meet friends outside of shcool more often than less frequent game players (G.G.)
computer games tend to bring family members together for shared play and interaction (G.G.)
spending an excessive amount of time of time on any one game will hamper social and educational development (G.G.)
repetive play of violent video games may lead to aggressiveness and hostility (G.G.)
many games encourage positive, pro-social behaviors (G.G.)
survey of seventh and eigth-grade students found that their favorite games are violent themes (G.G.)
playing violent video games demonstrate less pro-social behavior (G.G.)
studies of television have found that continued exposure to violence and aggression has a negative impact, and desensitizes children to other suffering, but studies of computer games have not yet explored a link (G.G.)
since the 1980's bot hthe U.S. and british military have used violent video games for training, and to make them more willing to kill (G.G.)
internets main use id to communicate with friends, meet new people, get personal help, and to join groups (G.G.)
also able to keep up with both local and distant friends (G.G.)
college students frequently use e-mail to correspond with their parents and to keep up with their high school friends (G.G.)
use of internet for socal experimentation is consistent with developemental stages of life (G.G.)
Nyhan, Paul. Video Game Violence: Do parents overreact?. 2008
http://seattlepi.nwsource.com/videogames/360857_videogames28.html (D.R.)
- People often worry about the subtle effects of video games and ignore benefits D.H. G.G.
- teenagers find ways to get what they are denied D.H. G.G.
- have growing arsenal of software:web site and tactics to cope with video games D.H. G.G..
- parents are often behind D.H. G.G.
- google searches of violent video games adds to parent confusion D.H. G.G.
- some facts are misleading D.H. G.G.
- researchers found children draw clear distinctions and between screen violence and the real thing D.H. G.G.
- video game often are a social tool D.H. G.G.
- can we use behavior involving game play as markers as what kids watch D.H. G.G.
- social dimensions are included in video game headsets D.H. G.G.
- limits on video game violence are crucial D.H. G.G.
- parents should hold off video games for their children until they are 7 D.H. G.G.
- PC based games can be monitored with Spector Pro Software to see game playing and web-site visiting D.H. G.G.
- parents can also limit the rating of the games D.H. G.G.
- trust is built on talking and playing with your children D.H. G.G.
- extreme violence is games is not much different to violence in movies D.H. G.G.
- we turn viloence into entertainment D.H. G.G.
- we are just beginning to understand modern media's effects on children D.H. G.G.
- correlation between mature violent game playing and bullying, fighting at school and poor grades. D.H. G.G.
- researchers have hundreds of studies linking media D.H. G.G.
- more researched is needed into whats happening and what are the outcomes D.H. G.G.
- some monitoring of game play can give parents better limits D.H. G.G.
- parents and children should discuss game play together D.H. G.G.
*Punch , Daniel. Video Game violence: what do you think about it. 1994.
http://www.user-groups.net/articles/game_violence.html D.R.
jenkins, henry. Reality Bytes:eight myths about video games debunked. PBS. 11-13-08 http://www.pbs.org/kcts/videogamerevolution/impact/myths.html. (G.G.)
*Effects of video game playing on children 11/14/08
http://www.mediafamily.org/facts/facts_effect.shtml D.H.
Advantages
- Video game playing introduces children to new technology D.H.
- Games can give practice in following directions. D.H.
- Some games practice in problem solving and logic. D.H.
- games give opportunities for parents and kids to play together D.H.
- entertaing and fun D.H.
- FACTS:
- video game market reached nearly $10.5 billion in sales in 2005 D.H.
- projected slaes will reach $46.5 billion in 2010 D.H.
- video game market reached nearly $10.5 billion in sales in 2005 D.H.
- 83% of 8 to 18 year olds have at least one game at home D.H.
- 21% of parents set rules about which games they can play D.H.
- 17% parents check the video game ratings D.H.
- 12% of gamers said they play innapproriate games and are aware D.H.
Disadvantages:- over-dependence on video games could foster social isolation; often played alone D.H.
- violent acts may contribute more aggressive behavior than television D.H.
- women are usually weaker characters D.H.
- most games are often based on violence, aggression and gender bias D.H.
- most games offer weapons which involve killing, kicking, stabbing, and shooting. D.H.
- most games do not offer action that requires independent thought or creativity. D.H.
- violent video games can affect gamer more because they are in control and experience everything D.H.
REASONS PLAYERS LIKE GAMES:- fun D.H.
- like to feel in control D.H.
- releases tension D.H.
- relieves boredom D.H.
- develops gaming and technology skills D.H.
RATINGS:Effects on social development and relationships. The future of children. 11-13- 08
http://www.futureofchildren.org/information2827/information_show.htm?doc_id=69831
Needlman Robert Video Games: promises and perils 11/18/08
http://www.drspock.com/article/0,1510,4186,00.html
Managing video game playing in the home
http://www.media-awareness.ca/english/parents/video_games/videogame_play_at_home.cfm 11/18/08
WHAT PARENTS SHOULD DO D.H.
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